Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Rainbow Guy on Fri 06/08/2004 13:32:12

Title: Interface Type
Post by: Rainbow Guy on Fri 06/08/2004 13:32:12
Hi, So far all the Tutorials i have found deal with Leisure Suit Larry type interfaces but how do you do a Maniac Mansion Deluxe type game ?

Any links,

Thanx
Title: Re: Interface Type
Post by: Ishmael on Fri 06/08/2004 16:21:40
Search the forums for "template", and see the "Resource" page in the main AGS site for starts... or just make your own interface. It's not that hard. (look below for an example)
Title: Re: Interface Type
Post by: Scummbuddy on Sat 07/08/2004 04:13:08
.... you didnt read all the sticky threads in this forum did you? the "The LucasArts GUI Help Thread" deals about a lucasarts style gui, which is what Maniac Mansion used, it being a lucasarts game, and was modeled after when making mm deluxe.
Title: Re: Interface Type
Post by: Rainbow Guy on Sat 07/08/2004 07:58:15
Isn't there a Tutorial for this ?
Title: Re: Interface Type
Post by: Scummbuddy on Sat 07/08/2004 08:19:09
not exactly. but there is the lucasarts gui that comes with ags. just import gui at the gui section, and click on lucasarts.gui

or you can download these three lucasarts inspired guis

new and boasting an easier gui for newer people to scripting.
http://www.agsforums.com/yabb/index.php?topic=15771.0

what i use, proskritos templates are more advanced and well tested and updated.
http://www.agsforums.com/yabb/index.php?topic=6642.80

and LucasFan's old scumm gui, but i would have to upload it, since i don't see anywhere that is still hosting the file. but really, the other two should suffice

and just reverse engineer these templates. its not that hard.
Title: Re: Interface Type
Post by: Rainbow Guy on Mon 09/08/2004 00:49:16
I'm still having problem with my GUI, heres the latest one,

How do you make a "use OBJECT with SOMETHING string ?

The good news is i think i've got the rest sorted :)
Title: Re: Interface Type
Post by: Radiant on Mon 09/08/2004 10:01:08
string buffer
StrFormat (buffer, "%s %s %s @OVERHOTSPOT@", verb, object, verb);
SetLabelText (Statusline, 0, buffer);
Title: Re: Interface Type
Post by: Rainbow Guy on Mon 09/08/2004 17:40:49

Now this one is a total head scratcher, My global script just doesn't contain the section :-

"#sectionstart inventory1_a  // DO NOT EDIT OR REMOVE THIS LINE"

i have an inventory window thing, i've tried both invent settings Normal and GUI, but that section is just missing from my script  :o Please Please help  :'(
Title: Re: Interface Type
Post by: Ishmael on Mon 09/08/2004 19:41:34
Here's an easy way I figured: http://www.agsforums.com/yabb/index.php?topic=14369.0
Title: Re: Interface Type
Post by: Rainbow Guy on Mon 09/08/2004 20:16:53
Thanks, but i'm really looking for something that detects Inventory Clicks ?
Title: Re: Interface Type
Post by: Rainbow Guy on Mon 09/08/2004 20:31:06
The template that i've been following has :-

" #sectionstart inventory1_a  " highlighted in grey, but my script just doesn't :-(
Title: Re: Interface Type
Post by: Rainbow Guy on Tue 10/08/2004 17:10:19
Could someone please explain how to do a Maniac Mansion Deluxe type Inventory from the begining as i am Totally stuck now  :'(  :'(  :'(

All the threads are messed up, and i can't find a step by step guide anywhere.

Title: DONE IT !!!
Post by: Rainbow Guy on Tue 10/08/2004 19:40:01
At last i think i've got it sorted, ( How to handle Inventory Clicks in the scrpit) simply :-

1, Check "Handle Inventory Clicks In Script" in the general settings

2, Use the command :-

if (button == LEFTINV) {

**do stuff**

}

I'm so Happy  ;D ;D ;D